public void Resume() { var pauseMenuManager = pauseController.GetField <PauseMenuManager>("_pauseMenuManager"); pauseMenuManager.GetField <Button>("_restartButton").gameObject.SetActive(true); pauseMenuManager.GetField <Button>("_continueButton").gameObject.SetActive(true); pauseMenuManager.GetField <Button>("_backButton").gameObject.SetActive(true); var levelBar = pauseMenuManager.GetField <LevelBar>("_levelBar"); levelBar.hide = false; levelBar.GetField <TextMeshProUGUI>("_difficultyText").gameObject.SetActive(true); levelBar.GetField <TextMeshProUGUI>("_songNameText").text = oldLevelText; levelBar.GetField <TextMeshProUGUI>("_authorNameText").text = oldAuthorText; //Allow players to unpause in the future pauseMenuManager.didPressContinueButtonEvent += pauseController.HandlePauseMenuManagerDidPressContinueButton; //Resume the game pauseMenuManager.ContinueButtonPressed(); //If we've disabled pause, we need to disable it again since we reenabled it earlier if (Plugin.DisablePause) { pauseController.canPauseEvent -= standardLevelGameplayManager.HandlePauseControllerCanPause; pauseController.canPauseEvent += AntiPause.HandlePauseControllerCanPause_AlwaysFalse; } }
private async void ReloadBeatmap() { string filePath = Path.Combine(_currentLevel.customLevelPath, _currentDiffBeatmap.beatmapFilename); string leveljson = File.ReadAllText(filePath); //Load new beatmapdata asynchronously BeatmapData newBeatmap = await _levelLoader.LoadBeatmapDataAsync(_currentLevel.customLevelPath, _currentDiffBeatmap.beatmapFilename, _currentLevel.standardLevelInfoSaveData, _cancelSource.Token); GameplayCoreSceneSetupData gameSetup = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData; EnvironmentEffectsFilterPreset environmentEffectsFilterPreset = ((BeatmapDifficulty)(Enum.Parse(typeof(BeatmapDifficulty), _currentDiffBeatmap.difficulty)) == BeatmapDifficulty.ExpertPlus) ? gameSetup.playerSpecificSettings.environmentEffectsFilterExpertPlusPreset : gameSetup.playerSpecificSettings.environmentEffectsFilterDefaultPreset; newBeatmap = (BeatmapData)BeatmapDataTransformHelper.CreateTransformedBeatmapData(newBeatmap, _currentLevel, gameSetup.gameplayModifiers, gameSetup.practiceSettings, gameSetup.playerSpecificSettings.leftHanded, environmentEffectsFilterPreset, gameSetup.environmentInfo.environmentIntensityReductionOptions); //Hotswap Beatmap ResetTimeSync(); DestroyObjects(); ResetNoteCutSoundEffects(); _callbackController.SetField("_spawningStartTime", _songStartTime); _callbackController.SetNewBeatmapData(newBeatmap); //Unpause if (_pauseController.GetField <bool>("_paused")) { CheckPracticePlugin(); _pauseController.HandlePauseMenuManagerDidPressContinueButton(); } _queuedLoad = false; }